Create a gist now

Instantly share code, notes, and snippets.

Embed
What would you like to do?
A simple Vulkan compute sample
// This is free and unencumbered software released into the public domain.
//
// Anyone is free to copy, modify, publish, use, compile, sell, or
// distribute this software, either in source code form or as a compiled
// binary, for any purpose, commercial or non-commercial, and by any
// means.
//
// In jurisdictions that recognize copyright laws, the author or authors
// of this software dedicate any and all copyright interest in the
// software to the public domain. We make this dedication for the benefit
// of the public at large and to the detriment of our heirs and
// successors. We intend this dedication to be an overt act of
// relinquishment in perpetuity of all present and future rights to this
// software under copyright law.
//
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,
// EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
// MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.
// IN NO EVENT SHALL THE AUTHORS BE LIABLE FOR ANY CLAIM, DAMAGES OR
// OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE,
// ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR
// OTHER DEALINGS IN THE SOFTWARE.
//
// For more information, please refer to <http://unlicense.org/>
#include "vulkan.h"
#include <stdio.h>
#include <stdlib.h>
#define BAIL_ON_BAD_RESULT(result) \
if (VK_SUCCESS != (result)) { fprintf(stderr, "Failure at %u %s\n", __LINE__, __FILE__); exit(-1); }
VkResult vkGetBestTransferQueueNPH(VkPhysicalDevice physicalDevice, uint32_t* queueFamilyIndex) {
uint32_t queueFamilyPropertiesCount = 0;
vkGetPhysicalDeviceQueueFamilyProperties(physicalDevice, &queueFamilyPropertiesCount, 0);
VkQueueFamilyProperties* const queueFamilyProperties = (VkQueueFamilyProperties*)_alloca(
sizeof(VkQueueFamilyProperties) * queueFamilyPropertiesCount);
vkGetPhysicalDeviceQueueFamilyProperties(physicalDevice, &queueFamilyPropertiesCount, queueFamilyProperties);
// first try and find a queue that has just the transfer bit set
for (uint32_t i = 0; i < queueFamilyPropertiesCount; i++) {
// mask out the sparse binding bit that we aren't caring about (yet!)
const VkQueueFlags maskedFlags = (~VK_QUEUE_SPARSE_BINDING_BIT & queueFamilyProperties[i].queueFlags);
if (!((VK_QUEUE_GRAPHICS_BIT | VK_QUEUE_COMPUTE_BIT) & maskedFlags) &&
(VK_QUEUE_TRANSFER_BIT & maskedFlags)) {
*queueFamilyIndex = i;
return VK_SUCCESS;
}
}
// otherwise we'll prefer using a compute-only queue,
// remember that having compute on the queue implicitly enables transfer!
for (uint32_t i = 0; i < queueFamilyPropertiesCount; i++) {
// mask out the sparse binding bit that we aren't caring about (yet!)
const VkQueueFlags maskedFlags = (~VK_QUEUE_SPARSE_BINDING_BIT & queueFamilyProperties[i].queueFlags);
if (!(VK_QUEUE_GRAPHICS_BIT & maskedFlags) && (VK_QUEUE_COMPUTE_BIT & maskedFlags)) {
*queueFamilyIndex = i;
return VK_SUCCESS;
}
}
// lastly get any queue that'll work for us (graphics, compute or transfer bit set)
for (uint32_t i = 0; i < queueFamilyPropertiesCount; i++) {
// mask out the sparse binding bit that we aren't caring about (yet!)
const VkQueueFlags maskedFlags = (~VK_QUEUE_SPARSE_BINDING_BIT & queueFamilyProperties[i].queueFlags);
if ((VK_QUEUE_GRAPHICS_BIT | VK_QUEUE_COMPUTE_BIT | VK_QUEUE_TRANSFER_BIT) & maskedFlags) {
*queueFamilyIndex = i;
return VK_SUCCESS;
}
}
return VK_ERROR_INITIALIZATION_FAILED;
}
VkResult vkGetBestComputeQueueNPH(VkPhysicalDevice physicalDevice, uint32_t* queueFamilyIndex) {
uint32_t queueFamilyPropertiesCount = 0;
vkGetPhysicalDeviceQueueFamilyProperties(physicalDevice, &queueFamilyPropertiesCount, 0);
VkQueueFamilyProperties* const queueFamilyProperties = (VkQueueFamilyProperties*)_alloca(
sizeof(VkQueueFamilyProperties) * queueFamilyPropertiesCount);
vkGetPhysicalDeviceQueueFamilyProperties(physicalDevice, &queueFamilyPropertiesCount, queueFamilyProperties);
// first try and find a queue that has just the compute bit set
for (uint32_t i = 0; i < queueFamilyPropertiesCount; i++) {
// mask out the sparse binding bit that we aren't caring about (yet!) and the transfer bit
const VkQueueFlags maskedFlags = (~(VK_QUEUE_TRANSFER_BIT | VK_QUEUE_SPARSE_BINDING_BIT) &
queueFamilyProperties[i].queueFlags);
if (!(VK_QUEUE_GRAPHICS_BIT & maskedFlags) && (VK_QUEUE_COMPUTE_BIT & maskedFlags)) {
*queueFamilyIndex = i;
return VK_SUCCESS;
}
}
// lastly get any queue that'll work for us
for (uint32_t i = 0; i < queueFamilyPropertiesCount; i++) {
// mask out the sparse binding bit that we aren't caring about (yet!) and the transfer bit
const VkQueueFlags maskedFlags = (~(VK_QUEUE_TRANSFER_BIT | VK_QUEUE_SPARSE_BINDING_BIT) &
queueFamilyProperties[i].queueFlags);
if (VK_QUEUE_COMPUTE_BIT & maskedFlags) {
*queueFamilyIndex = i;
return VK_SUCCESS;
}
}
return VK_ERROR_INITIALIZATION_FAILED;
}
int main(int argc, const char * const argv[]) {
(void)argc;
(void)argv;
const VkApplicationInfo applicationInfo = {
VK_STRUCTURE_TYPE_APPLICATION_INFO,
0,
"VKComputeSample",
0,
"",
0,
VK_MAKE_VERSION(1, 0, 9)
};
const VkInstanceCreateInfo instanceCreateInfo = {
VK_STRUCTURE_TYPE_INSTANCE_CREATE_INFO,
0,
0,
&applicationInfo,
0,
0,
0,
0
};
VkInstance instance;
BAIL_ON_BAD_RESULT(vkCreateInstance(&instanceCreateInfo, 0, &instance));
uint32_t physicalDeviceCount = 0;
BAIL_ON_BAD_RESULT(vkEnumeratePhysicalDevices(instance, &physicalDeviceCount, 0));
VkPhysicalDevice* const physicalDevices = (VkPhysicalDevice*)malloc(
sizeof(VkPhysicalDevice) * physicalDeviceCount);
BAIL_ON_BAD_RESULT(vkEnumeratePhysicalDevices(instance, &physicalDeviceCount, physicalDevices));
for (uint32_t i = 0; i < physicalDeviceCount; i++) {
uint32_t queueFamilyIndex = 0;
BAIL_ON_BAD_RESULT(vkGetBestComputeQueueNPH(physicalDevices[i], &queueFamilyIndex));
const float queuePrioritory = 1.0f;
const VkDeviceQueueCreateInfo deviceQueueCreateInfo = {
VK_STRUCTURE_TYPE_DEVICE_QUEUE_CREATE_INFO,
0,
0,
queueFamilyIndex,
1,
&queuePrioritory
};
const VkDeviceCreateInfo deviceCreateInfo = {
VK_STRUCTURE_TYPE_DEVICE_CREATE_INFO,
0,
0,
1,
&deviceQueueCreateInfo,
0,
0,
0,
0,
0
};
VkDevice device;
BAIL_ON_BAD_RESULT(vkCreateDevice(physicalDevices[i], &deviceCreateInfo, 0, &device));
VkPhysicalDeviceMemoryProperties properties;
vkGetPhysicalDeviceMemoryProperties(physicalDevices[i], &properties);
const int32_t bufferLength = 16384;
const uint32_t bufferSize = sizeof(int32_t) * bufferLength;
// we are going to need two buffers from this one memory
const VkDeviceSize memorySize = bufferSize * 2;
// set memoryTypeIndex to an invalid entry in the properties.memoryTypes array
uint32_t memoryTypeIndex = VK_MAX_MEMORY_TYPES;
for (uint32_t k = 0; k < properties.memoryTypeCount; k++) {
if ((VK_MEMORY_PROPERTY_HOST_VISIBLE_BIT & properties.memoryTypes[k].propertyFlags) &&
(VK_MEMORY_PROPERTY_HOST_COHERENT_BIT & properties.memoryTypes[k].propertyFlags) &&
(memorySize < properties.memoryHeaps[properties.memoryTypes[k].heapIndex].size)) {
memoryTypeIndex = k;
break;
}
}
BAIL_ON_BAD_RESULT(memoryTypeIndex == VK_MAX_MEMORY_TYPES ? VK_ERROR_OUT_OF_HOST_MEMORY : VK_SUCCESS);
const VkMemoryAllocateInfo memoryAllocateInfo = {
VK_STRUCTURE_TYPE_MEMORY_ALLOCATE_INFO,
0,
memorySize,
memoryTypeIndex
};
VkDeviceMemory memory;
BAIL_ON_BAD_RESULT(vkAllocateMemory(device, &memoryAllocateInfo, 0, &memory));
int32_t *payload;
BAIL_ON_BAD_RESULT(vkMapMemory(device, memory, 0, memorySize, 0, (void *)&payload));
for (uint32_t k = 1; k < memorySize / sizeof(int32_t); k++) {
payload[k] = rand();
}
vkUnmapMemory(device, memory);
const VkBufferCreateInfo bufferCreateInfo = {
VK_STRUCTURE_TYPE_BUFFER_CREATE_INFO,
0,
0,
bufferSize,
VK_BUFFER_USAGE_STORAGE_BUFFER_BIT,
VK_SHARING_MODE_EXCLUSIVE,
1,
&queueFamilyIndex
};
VkBuffer in_buffer;
BAIL_ON_BAD_RESULT(vkCreateBuffer(device, &bufferCreateInfo, 0, &in_buffer));
BAIL_ON_BAD_RESULT(vkBindBufferMemory(device, in_buffer, memory, 0));
VkBuffer out_buffer;
BAIL_ON_BAD_RESULT(vkCreateBuffer(device, &bufferCreateInfo, 0, &out_buffer));
BAIL_ON_BAD_RESULT(vkBindBufferMemory(device, out_buffer, memory, bufferSize));
enum {
RESERVED_ID = 0,
FUNC_ID,
IN_ID,
OUT_ID,
GLOBAL_INVOCATION_ID,
VOID_TYPE_ID,
FUNC_TYPE_ID,
INT_TYPE_ID,
INT_ARRAY_TYPE_ID,
STRUCT_ID,
POINTER_TYPE_ID,
ELEMENT_POINTER_TYPE_ID,
INT_VECTOR_TYPE_ID,
INT_VECTOR_POINTER_TYPE_ID,
INT_POINTER_TYPE_ID,
CONSTANT_ZERO_ID,
CONSTANT_ARRAY_LENGTH_ID,
LABEL_ID,
IN_ELEMENT_ID,
OUT_ELEMENT_ID,
GLOBAL_INVOCATION_X_ID,
GLOBAL_INVOCATION_X_PTR_ID,
TEMP_LOADED_ID,
BOUND
};
enum {
INPUT = 1,
UNIFORM = 2,
BUFFER_BLOCK = 3,
ARRAY_STRIDE = 6,
BUILTIN = 11,
BINDING = 33,
OFFSET = 35,
DESCRIPTOR_SET = 34,
GLOBAL_INVOCATION = 28,
OP_TYPE_VOID = 19,
OP_TYPE_FUNCTION = 33,
OP_TYPE_INT = 21,
OP_TYPE_VECTOR = 23,
OP_TYPE_ARRAY = 28,
OP_TYPE_STRUCT = 30,
OP_TYPE_POINTER = 32,
OP_VARIABLE = 59,
OP_DECORATE = 71,
OP_MEMBER_DECORATE = 72,
OP_FUNCTION = 54,
OP_LABEL = 248,
OP_ACCESS_CHAIN = 65,
OP_CONSTANT = 43,
OP_LOAD = 61,
OP_STORE = 62,
OP_RETURN = 253,
OP_FUNCTION_END = 56,
OP_CAPABILITY = 17,
OP_MEMORY_MODEL = 14,
OP_ENTRY_POINT = 15,
OP_EXECUTION_MODE = 16,
OP_COMPOSITE_EXTRACT = 81,
};
int32_t shader[] = {
// first is the SPIR-V header
0x07230203, // magic header ID
0x00010000, // version 1.0.0
0, // generator (optional)
BOUND, // bound
0, // schema
// OpCapability Shader
(2 << 16) | OP_CAPABILITY, 1,
// OpMemoryModel Logical Simple
(3 << 16) | OP_MEMORY_MODEL, 0, 0,
// OpEntryPoint GLCompute %FUNC_ID "f" %IN_ID %OUT_ID
(4 << 16) | OP_ENTRY_POINT, 5, FUNC_ID, 0x00000066,
// OpExecutionMode %FUNC_ID LocalSize 1 1 1
(6 << 16) | OP_EXECUTION_MODE, FUNC_ID, 17, 1, 1, 1,
// next declare decorations
(3 << 16) | OP_DECORATE, STRUCT_ID, BUFFER_BLOCK,
(4 << 16) | OP_DECORATE, GLOBAL_INVOCATION_ID, BUILTIN, GLOBAL_INVOCATION,
(4 << 16) | OP_DECORATE, IN_ID, DESCRIPTOR_SET, 0,
(4 << 16) | OP_DECORATE, IN_ID, BINDING, 0,
(4 << 16) | OP_DECORATE, OUT_ID, DESCRIPTOR_SET, 0,
(4 << 16) | OP_DECORATE, OUT_ID, BINDING, 1,
(4 << 16) | OP_DECORATE, INT_ARRAY_TYPE_ID, ARRAY_STRIDE, 4,
(5 << 16) | OP_MEMBER_DECORATE, STRUCT_ID, 0, OFFSET, 0,
// next declare types
(2 << 16) | OP_TYPE_VOID, VOID_TYPE_ID,
(3 << 16) | OP_TYPE_FUNCTION, FUNC_TYPE_ID, VOID_TYPE_ID,
(4 << 16) | OP_TYPE_INT, INT_TYPE_ID, 32, 1,
(4 << 16) | OP_CONSTANT, INT_TYPE_ID, CONSTANT_ARRAY_LENGTH_ID, bufferLength,
(4 << 16) | OP_TYPE_ARRAY, INT_ARRAY_TYPE_ID, INT_TYPE_ID, CONSTANT_ARRAY_LENGTH_ID,
(3 << 16) | OP_TYPE_STRUCT, STRUCT_ID, INT_ARRAY_TYPE_ID,
(4 << 16) | OP_TYPE_POINTER, POINTER_TYPE_ID, UNIFORM, STRUCT_ID,
(4 << 16) | OP_TYPE_POINTER, ELEMENT_POINTER_TYPE_ID, UNIFORM, INT_TYPE_ID,
(4 << 16) | OP_TYPE_VECTOR, INT_VECTOR_TYPE_ID, INT_TYPE_ID, 3,
(4 << 16) | OP_TYPE_POINTER, INT_VECTOR_POINTER_TYPE_ID, INPUT, INT_VECTOR_TYPE_ID,
(4 << 16) | OP_TYPE_POINTER, INT_POINTER_TYPE_ID, INPUT, INT_TYPE_ID,
// then declare constants
(4 << 16) | OP_CONSTANT, INT_TYPE_ID, CONSTANT_ZERO_ID, 0,
// then declare variables
(4 << 16) | OP_VARIABLE, POINTER_TYPE_ID, IN_ID, UNIFORM,
(4 << 16) | OP_VARIABLE, POINTER_TYPE_ID, OUT_ID, UNIFORM,
(4 << 16) | OP_VARIABLE, INT_VECTOR_POINTER_TYPE_ID, GLOBAL_INVOCATION_ID, INPUT,
// then declare function
(5 << 16) | OP_FUNCTION, VOID_TYPE_ID, FUNC_ID, 0, FUNC_TYPE_ID,
(2 << 16) | OP_LABEL, LABEL_ID,
(5 << 16) | OP_ACCESS_CHAIN, INT_POINTER_TYPE_ID, GLOBAL_INVOCATION_X_PTR_ID, GLOBAL_INVOCATION_ID, CONSTANT_ZERO_ID,
(4 << 16) | OP_LOAD, INT_TYPE_ID, GLOBAL_INVOCATION_X_ID, GLOBAL_INVOCATION_X_PTR_ID,
(6 << 16) | OP_ACCESS_CHAIN, ELEMENT_POINTER_TYPE_ID, IN_ELEMENT_ID, IN_ID, CONSTANT_ZERO_ID, GLOBAL_INVOCATION_X_ID,
(4 << 16) | OP_LOAD, INT_TYPE_ID, TEMP_LOADED_ID, IN_ELEMENT_ID,
(6 << 16) | OP_ACCESS_CHAIN, ELEMENT_POINTER_TYPE_ID, OUT_ELEMENT_ID, OUT_ID, CONSTANT_ZERO_ID, GLOBAL_INVOCATION_X_ID,
(3 << 16) | OP_STORE, OUT_ELEMENT_ID, TEMP_LOADED_ID,
(1 << 16) | OP_RETURN,
(1 << 16) | OP_FUNCTION_END,
};
VkShaderModuleCreateInfo shaderModuleCreateInfo = {
VK_STRUCTURE_TYPE_SHADER_MODULE_CREATE_INFO,
0,
0,
sizeof(shader),
shader
};
VkShaderModule shader_module;
BAIL_ON_BAD_RESULT(vkCreateShaderModule(device, &shaderModuleCreateInfo, 0, &shader_module));
VkDescriptorSetLayoutBinding descriptorSetLayoutBindings[2] = {
{
0,
VK_DESCRIPTOR_TYPE_STORAGE_BUFFER,
1,
VK_SHADER_STAGE_COMPUTE_BIT,
0
},
{
1,
VK_DESCRIPTOR_TYPE_STORAGE_BUFFER,
1,
VK_SHADER_STAGE_COMPUTE_BIT,
0
}
};
VkDescriptorSetLayoutCreateInfo descriptorSetLayoutCreateInfo = {
VK_STRUCTURE_TYPE_DESCRIPTOR_SET_LAYOUT_CREATE_INFO,
0,
0,
2,
descriptorSetLayoutBindings
};
VkDescriptorSetLayout descriptorSetLayout;
BAIL_ON_BAD_RESULT(vkCreateDescriptorSetLayout(device, &descriptorSetLayoutCreateInfo, 0, &descriptorSetLayout));
VkPipelineLayoutCreateInfo pipelineLayoutCreateInfo = {
VK_STRUCTURE_TYPE_PIPELINE_LAYOUT_CREATE_INFO,
0,
0,
1,
&descriptorSetLayout,
0,
0
};
VkPipelineLayout pipelineLayout;
BAIL_ON_BAD_RESULT(vkCreatePipelineLayout(device, &pipelineLayoutCreateInfo, 0, &pipelineLayout));
VkComputePipelineCreateInfo computePipelineCreateInfo = {
VK_STRUCTURE_TYPE_COMPUTE_PIPELINE_CREATE_INFO,
0,
0,
{
VK_STRUCTURE_TYPE_PIPELINE_SHADER_STAGE_CREATE_INFO,
0,
0,
VK_SHADER_STAGE_COMPUTE_BIT,
shader_module,
"f",
0
},
pipelineLayout,
0,
0
};
VkPipeline pipeline;
BAIL_ON_BAD_RESULT(vkCreateComputePipelines(device, 0, 1, &computePipelineCreateInfo, 0, &pipeline));
VkCommandPoolCreateInfo commandPoolCreateInfo = {
VK_STRUCTURE_TYPE_COMMAND_POOL_CREATE_INFO,
0,
0,
queueFamilyIndex
};
VkDescriptorPoolSize descriptorPoolSize = {
VK_DESCRIPTOR_TYPE_STORAGE_BUFFER,
2
};
VkDescriptorPoolCreateInfo descriptorPoolCreateInfo = {
VK_STRUCTURE_TYPE_DESCRIPTOR_POOL_CREATE_INFO,
0,
0,
1,
1,
&descriptorPoolSize
};
VkDescriptorPool descriptorPool;
BAIL_ON_BAD_RESULT(vkCreateDescriptorPool(device, &descriptorPoolCreateInfo, 0, &descriptorPool));
VkDescriptorSetAllocateInfo descriptorSetAllocateInfo = {
VK_STRUCTURE_TYPE_DESCRIPTOR_SET_ALLOCATE_INFO,
0,
descriptorPool,
1,
&descriptorSetLayout
};
VkDescriptorSet descriptorSet;
BAIL_ON_BAD_RESULT(vkAllocateDescriptorSets(device, &descriptorSetAllocateInfo, &descriptorSet));
VkDescriptorBufferInfo in_descriptorBufferInfo = {
in_buffer,
0,
VK_WHOLE_SIZE
};
VkDescriptorBufferInfo out_descriptorBufferInfo = {
out_buffer,
0,
VK_WHOLE_SIZE
};
VkWriteDescriptorSet writeDescriptorSet[2] = {
{
VK_STRUCTURE_TYPE_WRITE_DESCRIPTOR_SET,
0,
descriptorSet,
0,
0,
1,
VK_DESCRIPTOR_TYPE_STORAGE_BUFFER,
0,
&in_descriptorBufferInfo,
0
},
{
VK_STRUCTURE_TYPE_WRITE_DESCRIPTOR_SET,
0,
descriptorSet,
1,
0,
1,
VK_DESCRIPTOR_TYPE_STORAGE_BUFFER,
0,
&out_descriptorBufferInfo,
0
}
};
vkUpdateDescriptorSets(device, 2, writeDescriptorSet, 0, 0);
VkCommandPool commandPool;
BAIL_ON_BAD_RESULT(vkCreateCommandPool(device, &commandPoolCreateInfo, 0, &commandPool));
VkCommandBufferAllocateInfo commandBufferAllocateInfo = {
VK_STRUCTURE_TYPE_COMMAND_BUFFER_ALLOCATE_INFO,
0,
commandPool,
VK_COMMAND_BUFFER_LEVEL_PRIMARY,
1
};
VkCommandBuffer commandBuffer;
BAIL_ON_BAD_RESULT(vkAllocateCommandBuffers(device, &commandBufferAllocateInfo, &commandBuffer));
VkCommandBufferBeginInfo commandBufferBeginInfo = {
VK_STRUCTURE_TYPE_COMMAND_BUFFER_BEGIN_INFO,
0,
VK_COMMAND_BUFFER_USAGE_ONE_TIME_SUBMIT_BIT,
0
};
BAIL_ON_BAD_RESULT(vkBeginCommandBuffer(commandBuffer, &commandBufferBeginInfo));
vkCmdBindPipeline(commandBuffer, VK_PIPELINE_BIND_POINT_COMPUTE, pipeline);
vkCmdBindDescriptorSets(commandBuffer, VK_PIPELINE_BIND_POINT_COMPUTE,
pipelineLayout, 0, 1, &descriptorSet, 0, 0);
vkCmdDispatch(commandBuffer, bufferSize / sizeof(int32_t), 1, 1);
BAIL_ON_BAD_RESULT(vkEndCommandBuffer(commandBuffer));
VkQueue queue;
vkGetDeviceQueue(device, queueFamilyIndex, 0, &queue);
VkSubmitInfo submitInfo = {
VK_STRUCTURE_TYPE_SUBMIT_INFO,
0,
0,
0,
0,
1,
&commandBuffer,
0,
0
};
BAIL_ON_BAD_RESULT(vkQueueSubmit(queue, 1, &submitInfo, 0));
BAIL_ON_BAD_RESULT(vkQueueWaitIdle(queue));
BAIL_ON_BAD_RESULT(vkMapMemory(device, memory, 0, memorySize, 0, (void *)&payload));
for (uint32_t k = 0, e = bufferSize / sizeof(int32_t); k < e; k++) {
BAIL_ON_BAD_RESULT(payload[k + e] == payload[k] ? VK_SUCCESS : VK_ERROR_OUT_OF_HOST_MEMORY);
}
}
}
@Limeth

This comment has been minimized.

Show comment
Hide comment
@Limeth

Limeth Feb 9, 2018

I believe that masking bits here and here isn't necessary.

Limeth commented Feb 9, 2018

I believe that masking bits here and here isn't necessary.

@zombiedeveloper

This comment has been minimized.

Show comment
Hide comment
@zombiedeveloper

zombiedeveloper Mar 20, 2018

Has anyone tried to compute the performance of this simple compute kernel on an android mobile device? If so, how much time does it take to run the kernel once on an average?
For me, the compute kernel is taking too long (~7-9ms).

Has anyone tried to compute the performance of this simple compute kernel on an android mobile device? If so, how much time does it take to run the kernel once on an average?
For me, the compute kernel is taking too long (~7-9ms).

@supernatural

This comment has been minimized.

Show comment
Hide comment
@supernatural

supernatural Mar 23, 2018

Qualcomm 820 with Adreno 530 GPU:
from "vkCreateBuffer" to "vkQueueWaitIdle", ~ 7-9ms.
from "vkQueueSubmit" to "vkQueueWaitIdle", ~ 2ms

And I must release resources or it stuck at the end.

... cleanup at the end of the loop
vkFreeCommandBuffers(device, commandPool, 1, &commandBuffer);
vkDestroyCommandPool(device, commandPool, NULL);
vkDestroyDescriptorPool(device, descriptorPool, NULL);
vkDestroyPipeline(device, pipeline, NULL);
vkDestroyPipelineLayout(device, pipelineLayout, NULL);
vkDestroyDescriptorSetLayout(device, descriptorSetLayout, NULL);
vkDestroyShaderModule(device, shader_module, NULL);
vkDestroyBuffer(device, out_buffer, NULL);
vkDestroyBuffer(device, in_buffer, NULL);
vkDestroyDevice(device, NULL);

Qualcomm 820 with Adreno 530 GPU:
from "vkCreateBuffer" to "vkQueueWaitIdle", ~ 7-9ms.
from "vkQueueSubmit" to "vkQueueWaitIdle", ~ 2ms

And I must release resources or it stuck at the end.

... cleanup at the end of the loop
vkFreeCommandBuffers(device, commandPool, 1, &commandBuffer);
vkDestroyCommandPool(device, commandPool, NULL);
vkDestroyDescriptorPool(device, descriptorPool, NULL);
vkDestroyPipeline(device, pipeline, NULL);
vkDestroyPipelineLayout(device, pipelineLayout, NULL);
vkDestroyDescriptorSetLayout(device, descriptorSetLayout, NULL);
vkDestroyShaderModule(device, shader_module, NULL);
vkDestroyBuffer(device, out_buffer, NULL);
vkDestroyBuffer(device, in_buffer, NULL);
vkDestroyDevice(device, NULL);

@zombiedeveloper

This comment has been minimized.

Show comment
Hide comment
@zombiedeveloper

zombiedeveloper Apr 7, 2018

Anyone tried the performance from "vkQueueSubmit" to "vkQueueWaitIdle" on Arm Mali G-71/G-72 GPU

Anyone tried the performance from "vkQueueSubmit" to "vkQueueWaitIdle" on Arm Mali G-71/G-72 GPU

Sign up for free to join this conversation on GitHub. Already have an account? Sign in to comment